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<P><STRONG><IMG 
src="Documentation Images/Rice Video Game Defaults.jpg"></STRONG></P>
<P><STRONG>Normal Blender:&nbsp;</STRONG>Enable this if you have problems with 
transparency problems in games.</P>
<P><STRONG>Normal Combiner:&nbsp;</STRONG>Enables the normal color combiner. Use 
this if you you have texture color issues, transparency problems or issues with 
monochrome textures.</P>
<P><STRONG>Accurate&nbsp;Texture Mapping:</STRONG> This option enables more 
accurate texture mapping. This is useful if you have thin line problems in some 
games.</P>
<P><STRONG>Faster Texture Loading:</STRONG> This option speeds up texture 
loading, through a faster CRC (cyclic redundancy check) calculation and checking 
algorithm.</P>
<P>&nbsp;</P>
<P><STRONG><EM><FONT size=3>Framebuffer Emulation</FONT></EM></STRONG></P>
<P><STRONG>Note: Framebuffer drawing is currently incomplete in the OpenGL 
renderer. Also, hardware framebuffer emulation is incomplete in the development 
branch plugin, which is why these options are unusable in it.</STRONG></P>
<P><FONT face=Arial size=2><STRONG>N64 Frame Buffer Emulation:</STRONG> 
</FONT><FONT face=Arial size=2>This option controls <STRONG>framebuffer 
emulation, </STRONG>which is often used by games for special effects. The 
options are:</FONT></P>
<UL>
  <LI><FONT face=Arial size=2><STRONG>None</STRONG>: Performs no emulation of 
  framebuffers. This provides the best emulation speed and is the default 
  option.</FONT> 
  <LI><FONT face=Arial size=2><STRONG>Hide Framebuffer Effects: </STRONG>Ignores 
  framebuffer texture writing, so the effects won't render.</FONT> 
  <LI><STRONG><FONT face=Arial size=2>Basic Framebuffer</FONT>: </STRONG><FONT 
  face=Arial size=2>Performs a basic level of framebuffer emulation. Note that 
  this might create a small to large performance hit, depending on computer 
  specifications.</FONT> 
  <LI><FONT face=Arial size=2><STRONG>Basic &amp; Write Back: </STRONG>Performs 
  a bit more framebuffer emulation than <STRONG>Basic Framebuffer</STRONG>. This 
  might give a even bigger speed hit, depending on the game.</FONT> 
  <LI><FONT face=Arial size=2><STRONG>Write Back &amp; Reload: </STRONG>Performs 
  a large amount of framebuffer emulaton. This has potential for a large speed 
  hit because framebuffer textures are written and read regularily from video 
  RAM and normal RAM.</FONT> 
  <LI><FONT face=Arial size=2><STRONG>Write Back Every Frame: </STRONG>Performs 
  a <STRONG>complete </STRONG>framebuffer emulation. This can be very slow, 
  since frames are read constantly, on every single frame.</FONT> 
  <LI><STRONG><FONT face=Arial size=2>Basic framebuffer &amp; With 
  Emulator</FONT>: </STRONG><FONT face=Arial size=2>This performs basic 
  framebuffer emulation, but the emulator notifies the plugin&nbsp;when 
  framebuffer effects are performed.</FONT> 
  <LI><FONT face=Arial size=2><STRONG>With Emulator Read Only: 
  </STRONG>Framebuffers are only read when the emulator notifies the 
  plugin.</FONT><FONT face=Arial size=2> 
  <LI><FONT face=Arial size=2><STRONG>With Emulator&nbsp;Write Only: 
  </STRONG>Framebuffers are only&nbsp;written when the emulator notifies the 
  plugin.</FONT></LI></UL>
<P><STRONG>Rendering to Texture Emulation: </STRONG>This option controls how 
render-to-texture operations are performed by the plugin. Render-to-texture is a 
component of framebuffer emulation. The options are:</P>
<UL>
  <LI><STRONG>None: </STRONG>Performs zero render-to-texture techniques (this is 
  the default). 
  <LI><STRONG>Hide Render-to-texture Effects: </STRONG>Ignores render-to-texture 
  operations to render buffers. This means that framebuffer effects won't work 
  correctly. 
  <LI><STRONG>Basic Render-to-texture: </STRONG>Performs a basic level of 
  texture copying and rendering. This is slow, due to the current 
  implementation. 
  <LI><STRONG>Basic &amp; Write Back: </STRONG>Performs a&nbsp; basic level of 
  texture copying and rendering, while writing back frames. This is also slow.. 
  <LI><STRONG>Write Back &amp; Reload: </STRONG>Performs complete 
  render-to-texture rendering. This can be very slow, depending on the speed in 
  which data is transfered to and fro from the GPU and main RAM.</LI></UL>
<P><STRONG>Framebuffer Write Back: </STRONG>This option controls the frequency in which frames from the framebuffer 
are written.</P>
<P><STRONG>In N64&nbsp;Native Resolution:&nbsp;</STRONG>This option sets the 
framebuffer resolution to the same as used on the original N64.This option is 
very useful if you want to save precious VRAM , especially on 32MB cards and 
lower.</P>
<P><STRONG>Try to save VRAM: </STRONG>This option makes the framebuffer 
algorithm more conservative in how it manages textures in its texture cache, 
thus saving RAM.</P>
<P><STRONG>Automattically Write Back Overlapped Texture</STRONG>: This option 
will automatically write back textures in the framebuffer if they are covered 
partially by new framebuffer textures.</P>
<P><STRONG>Double the Resolution for Small Render-to-texture: </STRONG>This 
option will double the resolution used by small render-to-texture buffers, like 
dynamic shadows.</P>
<P>&nbsp;</P> </FONT></FONT></body>
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